K
kouleifoe
Guest
whenever i use this mod.. the first fight i come across instead of it being two shinra soldiers it's some random overworld battle that one shots me.. or some big flying serpent that does 6400 damage. PLZ help me.
Great to hear! I'm so hyped for the new release, keep up the amazing work!It's almost finished, I'm re-scripting stuff on Disc 3 currently.
Your kernel hasn't been patched or has been overwritten by a different mod. If you're using 7th Heaven and have mods on that affect spell names then either disable them or enable their NT-compatible option (Bonez' spell names has an NT option). If you're using the standard installer (which should only be used if you're not using any mod-loader frameworks) then make sure you're running it as an admin + unblocked, and that it's the english version of the game as the spanish/french/german versions have different file/folder names.whenever i use this mod.. the first fight i come across instead of it being two shinra soldiers it's some random overworld battle that one shots me.. or some big flying serpent that does 6400 damage. PLZ help me.
They're not compatible with each other, and the save files won't be either. You'd either run NT 1.5 or NT 2.0, treating them as separate gameplay mods (and those types of mods can't be run together). If you were playing 1.5, and then update to 2.0 and continue on with your 1.5 save files, you're going to see a lot of problems. If 2.0 comes out and you're midway through 1.5 then I'd say continue with the 1.5 run as it has content that no longer exists in 2.0 and then you'll have 2.0 there as an option for a future playthrough.Heey ega one thing
When in the future you wil release NTmod 2.9 will it be compatible with the 1.5 we actually use or will be needed to uninstall totally nt mod+restart new game? just curious
I was afraid you were going to say that! Guess I'll go pray to RNJesus. Thanks!You can get them from Chocobo Racing.
If you win 15 S-Rank races with your own chocobo (a Gold chocobo can typically do this without much trouble, unless it's the one gained from a Guidebook trade in which case breed that with a Wonderful that's reached A or S Rank) then you can get a Cat's Bell guaranteed that way.I was afraid you were going to say that! Guess I'll go pray to RNJesus. Thanks!
So I came across this scene last month when going through the mod for the 2.0 revamp. Like you said, I'd written it to be more what Zack would have said to tie into the twist later on because it's him that initially enters that room. Cloud at that point is outside, just down the stairs. Problem is, some of the dialogue in the scene before the FMV doesn't match what was written for the scene after the FMV; when I spotted it I went back to something closer to the original.So first of all, I'd like to thank you for the great job on the mod. Been wanting to try it for years and I'm having a good time so far, no complaints as far as mechanics are concerned. I have a few questions pertaining the script changes though, particularly regarding the Kalm flashback which I just went through. Not sure if you've addressed this before so forgive me if I'm just repeating questions but it's a pretty big thread to search through lol
So, this is specifically about "Cloud" and Sephiroth's confrontation at the Nibelheim reactor. In the original localization(at 40:13 if the timestamp doesn't work) Sephiroth clearly references the promised land and, after the CG, "Cloud" talks about his sadness and how it's the same as Sephiroth's, to which he replies he has nothing to be sad about. In New Threat(at 16:45), this plays noticeably differently: Sephiroth never references the promised land and Cloud acts a bit more "neutral" after the CG plays out, leading to imo a less memorable exchange. Now, I'm aware that you've revised the script to clarify some plot points that the original translation messed up and for general better readability but I'm not sure this fits into that. The tone of their conversation reads differently and not really for the better imo. I checked the "beacause" fan translation afterwards just to compare and contrast with both versions to see if maybe those changes were to better accomodate the original japanese script but it seems they(beacause) hit the same notes as the original localization. So I don't know, I'm just curious as to what was the reasoning behind the change because now I'm wondering if there are other similar alterations throughout the game and to what extent. I guess the wording here is arguably more consistent with the twist later on considering who "Cloud" really is supposed to be in this scene but the script itself ends up less memorable/more dry. I'm a bit concerned because I just wanted to re-experience the original game with better gameplay balance but now I'm going to be second guessing whenever something feels "weird" if that's just something that was in the original script and I couldn't remember or if that was a deliberate change made for the mod (it's been a long time since I first completed FF7 and I've never fully replayed it before so my memory is faulty, hence why I wanted a script that mostly sticks close to the original). Stuff like Yuffie no longer being optional is fine, I'm moreso curious if I should expect more main scene changes like that. It's a relatively small thing, but I do care about localization choices and the reasoning behind them haha. Once again, thank you for the great mod.
Here's a rough progression guide:What a fantastic mod! great and job and thanks so much!
is there a list or a walkthrough on exact changes or side-quests etc IN ORDER ?
I saw the ReadMe file, I use it as a guide but a lot of times it's confusing. You need to go all over it to figure out what's what and you don't know when things happen. Also it seems like they some info are from previous versions (I'm playing v1.5) which makes it ever more complicated.
I'm talking about a list/walkthrough or something similar that tells you what to do and when to do it as to not waste time.
in any case the mod is simply brilliant![]()
Brilliant!Here's a rough progression guide:
On Disc 3, head for the bottom of the North Crater; when you reach it, this'll unlock all the Disc 3 content but you should focus on raiding the Crater first. There's a boss on each of the three routes which you should target as you grab all the stuff available. The Crater is like a hub for gaining EXP and AP, with end-game weapons available from a lot of the mobs as Steals/Drops/Morphs (you'll need a Sneak Glove from Wall Market to get the Steals; it's bought from the same NPC that sells Batteries on Disc 1). For AP, the Left-Up path is best as you can give Ethers (not Elixirs) to the Magic Pots and find Movers on that path which both give exponentially large amounts of AP.
If encounters are proving problematic, remember that they can be toggled off at the set Save Points on each route. This can make getting all the loot a lot quicker and less risky.
If not done already, also consider getting to the Ancient Forest and Sunken Gelnika to clear those out too. Chocobo Breeding/Racing can be done, but you can skip to a Gold early if you Morph a Ghost Ship in the Underwater Reactor (the see-through pipe area where you can see the fish, etc.) for a Guidebook and trade it in to the old man in Kalm; in vanilla you'd get Underwater Materia but in NT you get the Gold Chocobo for it instead.
When you've cleared out the Crater, you've got 9x Lv.4 Limit sidequests, 4 Materia Caves, Battle Square, a round-robin thing called Junon Leagues (similar to Battle Square but different format), and a sidequest called Dark Cave. Ultimate Weapons are made at the blue house near Gongaga on the world map (where Mythril Key Item is traded for Great Gospel or Gold Armlet in the vanilla game). Each one needs two weapons specific to the character (all are acquired from the Crater enemies) and a unique item that is obtained from the Disc 3 stuff mentioned above.
I'll try and put these in some sort of order but the difficulty of one will likely vary depending on the characters, set-up, etc. The ones for Cloud, Tifa, and Cid require that they be Party Leader, which can be changed in the Operations Room of the Highwind (new NPC on the right after entering the room).
Cloud Lv.4 Limit: Starts in Shinra Mansion basement, Cloud needs to be party leader. It's a 1v1 and high-specced so it might be a good idea to leave this one until later.
Barret Lv.4 Limit: Starts at the Corel Reactor, you can access the platform you need to get to from the screen where Barret dropped Dyne in his flashback (there's a part you can jump off the rail).
Tifa Lv.4 Limit: Play the piano as normal with Tifa as party leader, then head up to the Nibel Reactor. It's a 1v1 but shouldn't be as tricky as the Cloud 1v1, though best to prepare for it.
Aeris Lv.4 Limit: Head for Forgotten City central building, the stairs will have reappeared.
Red XIII Lv.4 Limit: Visit Bugenhagen and after the scene you should have a key to re-open the Cave of the Gi; head down and go to the end of it.
Yuffie Lv.4 Limit: With Leviathan Scales, go to the cave on Da Chao to clear out the flames.
Cait Sith: Not done for a Limit Break (as he doesn't have a Lv.4), but an item he needs for his Ultimate Weapon. Head for the ruins of the Temple of the Ancients.
Vincent Lv.4 Limit: This is the same as vanilla, head for Lucrecia's cave. There's two events; the initial event with his flashback, then after a certain number of battles have been fought the 2nd event will be available.
Cid Lv.4 Limit: Starts in his house talking to Shera, then the NPC at the Tiny Bronco in the yard. Then that automated item shop that shoots at you in Wall Market followed by Gongaga Reactor. Cid needs to be party leader.
Dark Cave: This starts from Dio's museum in Battle Square; talk to him then head for the Sleeping Forest past Bone Village. You'll find some NPCs hanging about on the other side, and the vine on the right can be climbed to reach the cave above. This one's lengthier so make sure to save before going in and don't overwrite your most recent save file until you're out of it as you can't leave until its finished.
Battle Square: Special Battle should unlock immediately after talking to the clerk, which is a full party thing instead of 1 character. Final Attack can be obtained like in default game. Shards can be bought here with BP which is used to make a Masamune (which can be used by any of the characters) in the same place where Ultimate Weapons are made.
Extra Battle: In Battle Square there's an NPC on the left who has some additional fights to try. The Silver, Gold, and Platinum give W-Summon, W-Magic, and W-Item respectively but the last two fights are very highly specced. The Diamond match doesn't give anything and is there for as an optional challenge. Silver can probably be attempted early but leave the rest until later.
Materia Caves: There's four, with Red being the toughest one. Beating Blue helps with the Purple cave.
Junon Leagues: Accessed from Junon, the 'Respectable Inn' (or Beginner's Hall II). Talk to the soldiers in black there and you can send one character off into a 2-round tournament. You don't have to win every battle, just score enough points to be 1st at the end of the 2 rounds (you fight each enemy twice). Luck, Magic, and Speed Plus are the first-clear prizes for each tier.
I think that's it.
Sweet!You'll find it under Enemy Management > Enemy Stats.